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I confirm it but I can't say if this is a bug or a feature. It looks like a feature that is probably used in movements. It seems that by default the animation is the Walk animation (when it exists I guess) but it's automatically set to the Stop animation when the speed is 0 and back to Walk when the speed increases. Force the animation to Stop at start if you want to avoid this "feature".

Hmmm... I think it's a bug cause even if there's no walk animation, it sets the animation number to #1 in the object data, while still playing the stop animation (#0) O_o
See this (both objects don't have walk animations, they only have animations #0 and #12) : bug anim speed at stop animation.mfa

It makes all comparisons with anim_number(active) = 0 very tricky, if you have something that can change your speed animation at anytime (which happens when you need to slow down animations with deltatime, for instance).

The inbuilt animation system logic is a minefield of such hidden 'features'. I like it in theory, and sometimes in practice. But mostly it's caused me headaches when things didn't work how I expected them to, and I've learned to avoid the first 12 animations as a rule. Even using the "stopped" animation has caused me problems.

It's disconcerting that some of the logic still applies even if you avoid the named animations (eg. "walking"). Is it not possible to include a per-object feature that disables the animation logic entirely? Like a checkbox that makes an object's animations completely 'dumb': they will play at the set speed but will never switch animations unless explicitly instructed to in events.

Like a checkbox that makes an object's animations completely 'dumb': they will play at the set speed but will never switch animations unless explicitly instructed to in events.

This would be great, I'm usually not using the default animations, just learned to deal with the auto transition to "Stopped" at the end of an animation. Somehow, i thought the behaviour of "Stopped" wasn't trickier than this. Big mistake T_T
I should probably skip all the first 12 animations in the future, as you said.

I used the new function "select objects by qualifier" in order to rename an alterable value for all of them. It worked like a charm and selected like 300+ objects. Of course, I made a mistake T_T and the new name was not accepted. So I got an error message box that I had to close... for each of the 300+ objects xD so 300+ messages boxes to close one after another lol

I guess I'll be more careful now when renaming alterable values :-) The punish was too real this time :p